Homebrew Mychonid Species Details

 

Majestic and Wild

Myconids resembled giant fungi ranging from 2-12 feet tall, with their main distinguishing feature being their limbs. Their upper half split into a pair of arms below their caps and their lower half divided into a pair of legs at the stump. Each extremity was pudgy and broad, with their hands ending in two stubby fingers and a thumb, and their feet hosting numerous vestigial toes. This number was not absolute however, with some fungus folk hosting more than the usual number of limbs and/or digits. The bloated flesh of most myconids ranged in coloration from purple to gray. Two eyes rested on their caps, perfectly concealed against the rest of their spongy skin when shut. Some myconids can secrete a poisonous ooze from near everywhere but their hands.

Fungal Circles

Comprising myconid society were groups known as circles, tight social cliques of twenty or so members. Circles contained four members from each of the myconid age groups, and were presided over by four circle leaders. Circle members were very intimate with one another as they melded regularly, although melding was not normally restricted between circles. A myconid society was comprised of 1-10 circles, although normally at least 3, each with their own specific niche, and new ones that could be established if need be. Known circle duties included agriculture, exploration, construction, child rearers and hunters, although contrary to intuition hunters were more akin to scavengers who located corpses to use as fertilizer or be reanimated by the sovereign.

Mychonid Traits

The dark and dangerous environment that your circle inhabits have allowed certain abilities and traits to manifest which help you survive.

Ability Score Increase

Your Wisdom score increases by 2 and your Constitution score increases by 1.

Age

Myconids grow quickly, reaching maturity by the age of 4 and some say they live for centuries. A myconid sovereign lives far longer, and their lifespan is unknown.

Speed

Your walking speed is 30 feet and your burrowing speed is 5 feet. Using an action, you can burrow yourself 5 feet underground so that only your cap is visible. Doing this grants you advantage on stealth checks. You can then use another action on a subsequent turn to pull yourself out of the hole and resurface. 

Superior Darkvision

Accustomed to the darkness of the underdark or the dimly lit environment your circle inhabits, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colors in darkness, only shades of grey.

Fungal Form

You have advantage on saving throws against poison, and resistance to poison damage.

Dual Natured

You have two creature types: humanoid and plant. You can be affected by a game effect if it works on either of your creature types.

Sunlight Sensitivity

While in direct sunlight, unless otherwise concealed, you have disadvantage on Strength, Dexterity and Constitution based ability checks, attack rolls, and saving throws.

Languages

You can understand, read and write Common and Undercommon but not speak it.

Rapport Spores

You can communicate telepathically with all creatures within 30 ft. of you, provided you and the creature share a language.

You are not, however, nonverbal; myconids still hum, whistle, and grumble, which forms the verbal components for your spells if you cast them. If you are silenced by an effect, you can still communicate telepathically with your spores, but you cannot use spells with a Verbal component.

Spores

As you level up, you gain access to more powerful spores. If your spore's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. You can use each spore option once, and must complete a short or long rest before you do so again.

Spore Progression
  • Level 1: Distress Spores
  • Level 3: Sleep Spores
  • Level 5: Hallucinating Spores
  • Level 7: Pacifying Spores
  • Level 9: Caustic Spores

Distress Spores. When you take damage, all creatures your choice within 240 feet of you are alerted.

Sleep Spores. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the target falls under the same effect as the Sleep spell for 1 minute. The effect also ends if the target takes any damage.

Hallucination Spores. As an action, you can force a creature within 5 feet of you to make Constitution saving throw. On a failed save, the target is poisoned for 1 minute. While poisoned in this way, it is also incapacitated while it hallucinates. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Pacifying Spores. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the target is stunned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Caustic Spores. As an action, you can force a creature within 5 feet of you to make a Constitution saving throw. On a failed save, the target takes 4D6 Poison Damage and 4D6 Necrotic Damage and suffers from the Poisoned condition for 1 minute. On a Successful save, the target takes half of the damage and is not poisoned.